Setting up and tearing down tests
Use Unity Test Framework APIs for test setup and tear down.
Read time 3 minutesLast updated 21 days ago
The and attributes are equivalent to the NUnit and attributes, with the exception that they allow for yielding instructions for the Unity Editor. The and attributes expect a return type of IEnumerator.
[UnitySetUp][UnityTearDown][SetUp][TearDown][UnitySetUp][UnityTearDown]The and attributes are equivalent to the NUnit and attributes, with the exception that they allow for yielding instructions for the Unity Editor. The and attributes expect a return type of IEnumerator.
[UnityOneTimeSetUp][UnityOneTimeTearDown][OneTimeSetUp][OneTimeTearDown][UnityOneTimeSetUp][UnityOneTimeTearDown]For more information and usage examples, refer to the respective API references for , , , and .
[UnitySetUp][UnityTearDown][UnityOneTimeSetUp][UnityOneTimeTearDown]Execution order
[UnitySetUp][UnityTearDown][Test][UnityTest][SetUp][TearDown][UnityTest][SetUp]
The order of execution for setup and teardown event callbacks, with those that re-run on domain reload differentiated from those that don't.
Base and derived classes
The term base in the execution order denotes a base class from which a test class inherits. and follow the same pattern as NUnit and attributes in determining execution order between base classes and their derivatives. methods are called on base classes first, and then on derived classes. methods are called on derived classes first, and then on the base class. For more information, refer to the NUnit Documentation.
UnitySetUpUnityTearDownSetUpTearDownSetUpTearDownThe following example demonstrates a base and derived class. You can verify the execution order through the order of messages printed in the console:
public class BaseClass { [OneTimeSetUp] public void OneTimeSetUp() { Debug.Log("OneTimeSetUp Base"); } [SetUp] public void SetUp() { Debug.Log("SetUp Base"); } [UnitySetUp] public IEnumerator UnitySetUp() { Debug.Log("UnitySetup Base"); yield return null; } [TearDown] public void TearDown() { Debug.Log("TearDown Base"); } [UnityTearDown] public IEnumerator UnityTearDown() { Debug.Log("UnityTearDown Base"); yield return null; } } public class DerivedClass: BaseClass { [OneTimeSetUp] public new void OneTimeSetUp() { Debug.Log("OneTimeSetUp"); } [SetUp] public new void SetUp() { Debug.Log("SetUp"); } [UnitySetUp] public new IEnumerator UnitySetUp() { Debug.Log("UnitySetup"); yield return null; } [Test] public void UnitTest() { Debug.Log("Test"); } [UnityTest] public IEnumerator UnityTest() { Debug.Log("UnityTest before yield"); yield return null; Debug.Log("UnityTest after yield"); } [TearDown] public new void TearDown() { Debug.Log("TearDown"); } [UnityTearDown] public new IEnumerator UnityTearDown() { Debug.Log("UnityTearDown"); yield return null; } [OneTimeTearDown] public void OneTimeTearDown() { Debug.Log("OneTimeTearDown"); } }
Domain reload
Edit mode tests can yield instructions that result in a domain reload. On domain reload, all non-Unity actions (such as and ) are rerun before the code that initiated the domain reload continues. Unity actions (such as ) are not rerun. If the Unity action is the code that initiated the domain reload, then the rest of the code in the method runs after the domain reload.
OneTimeSetupSetupUnitySetupUnitySetupThe following example demonstrates base and derived classes with a domain reload:
public class BaseClass { [OneTimeSetUp] public void OneTimeSetUp() { Debug.Log("OneTimeSetUp Base"); } [SetUp] public void SetUp() { Debug.Log("SetUp Base"); } [UnitySetUp] public IEnumerator UnitySetUp() { Debug.Log("UnitySetup Base"); yield return null; } [TearDown] public void TearDown() { Debug.Log("TearDown Base"); } [UnityTearDown] public IEnumerator UnityTearDown() { Debug.Log("UnityTearDown Base"); yield return null; } } public class DerivedClass: BaseClass { [OneTimeSetUp] public new void OneTimeSetUp() { Debug.Log("OneTimeSetUp"); } [SetUp] public new void SetUp() { Debug.Log("SetUp"); } [UnitySetUp] public new IEnumerator UnitySetUp() { Debug.Log("UnitySetup"); yield return null; } [Test] public void UnitTest() { Debug.Log("Test"); } [UnityTest] public IEnumerator UnityTest() { Debug.Log("UnityTest before yield"); yield return new EnterPlayMode(); //Domain reload happening yield return new ExitPlayMode(); Debug.Log("UnityTest after yield"); } [TearDown] public new void TearDown() { Debug.Log("TearDown"); } [UnityTearDown] public new IEnumerator UnityTearDown() { Debug.Log("UnityTearDown"); yield return null; } [OneTimeTearDown] public void OneTimeTearDown() { Debug.Log("OneTimeTearDown"); } }